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Gaming W/Jemal: Mutant Apocalypse (Recruitment always open)
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<blockquote data-quote="Jemal" data-source="post: 5963774" data-attributes="member: 9026"><p>Mimic is 8 b/c they applied the Extra : Reduced action (Move) to change the standard action normally required to change powers into a move action.</p><p>The Limit isn't included in the cost of the base Mimic b/c it's provided as an Option. "SOME mimics are limited to only copying...."</p><p></p><p>With the Touch limit (Requiring standard action), it would drop back down to 7/rank.</p><p>Basically, it takes you a standard action to 'Acquire' the targeted substance/human appearance, then you remain 'attuned' to that form until you acquire a new one. At any point you can use a move action to transform in to your attuned form.</p><p></p><p>Also, variable is NOT anything imaginable, it has a hard-coded limiter. It must be "of the appropriate type and descriptor". This is an open ended limitation between the GM and Player, and for the case of Mimic, they are using the Mimicing as their 'type/descriptor'.</p><p></p><p>Other examples are:</p><p>"telekinesis" (Can duplicate any powers that could be done with telekinesis, such as super strength, force field, flight, Move object, certain afflictions,e tc.</p><p>"Cold" (Environmental control: Temperature, protection, immunities, aura, damage, etc.)</p><p>"Magical spells" (Anything the player/GM agree could be a spell the mage knows. Options include 'learning' new spells at GM's permission as campaign progresses.)</p><p></p><p>It's specifically designed so people can't just take variable and say "Yeah I have all powers now".</p><p>Read the 'under the hood: Variable effects" Section on page 134 </p><p>to paraphrase : "A Variable effect is <em>not</em> supposed to be "any effect I want". It can be "any effect within a given set of parameters", agreed on by both the GM and player.</p><p></p><p>I'm willing to give Material/substance mimicing(Solids/liquids, not gasses) and human appearance under your mimicing powers.</p><p></p><p>As far as flight, I'm willing to allow a couple ranks under a particulate(sand/dust) with the Quirk : Affected by wind. You'd be able to control it for the most part, but would be affected by moderate or stronger winds. This would be a quirk not a Limit b/c you can figure out ways to use it to your advantage (Going with the flow to speed up, hiding behind wind-blocking objects, etc). </p><p>I'd also want the flight speed to be fairly slow - I don't like the idea of really fast sand (Unless its travelling on the wind). Maybe 2 ranks? (That's still a move speed of ~8 mph, 16mph on a double move, and can go faster with wind.)</p><p></p><p>*Twitch*</p><p></p><p></p><p></p><p>Ah, I didn't see the trait listed anywhere. That's acceptable then.</p><p>As far as implanting post hypnotic suggestions, I have no idea.. just reread their take on 'mind control' in 3e and it actually uses affliction.. hmm.</p><p></p><p> </p><p>OK so just re-read Linked. If they require the same type of save, then it's one save against both, and sucess/failure applies to both. If it's different saves (Such as toughness damage and will illusion), they save against each seperately. The linked just means they both go off at the same time always. </p><p>So unless you put a Limit : Requres illusion to be successful (Or a Limit : Requires damage to be successful) then targets can potentially save against one half but not the other.</p><p></p><p>Keep in mind two things about the illusion size : First, 2000 cubic feet is a bit more than you think - it would be a block roughly 10X10X20, or 12X12X14, etc.</p><p>Also, that size is shapeable, it's the total volume of the illusion, it's not 'every single part of your illusion must fit in this tiny 10X10 square'. At least, that's not how I've ever read it (That would make little sense for a massive rank 11 illusion)</p><p>For example, most humans are between 10-15 cubic feet in volume, you could pack over a hundred into an illusion that rank.</p><p>You could make an illusory wall 1' think, 20' tall, and 100' long.</p><p>etc.</p></blockquote><p></p>
[QUOTE="Jemal, post: 5963774, member: 9026"] Mimic is 8 b/c they applied the Extra : Reduced action (Move) to change the standard action normally required to change powers into a move action. The Limit isn't included in the cost of the base Mimic b/c it's provided as an Option. "SOME mimics are limited to only copying...." With the Touch limit (Requiring standard action), it would drop back down to 7/rank. Basically, it takes you a standard action to 'Acquire' the targeted substance/human appearance, then you remain 'attuned' to that form until you acquire a new one. At any point you can use a move action to transform in to your attuned form. Also, variable is NOT anything imaginable, it has a hard-coded limiter. It must be "of the appropriate type and descriptor". This is an open ended limitation between the GM and Player, and for the case of Mimic, they are using the Mimicing as their 'type/descriptor'. Other examples are: "telekinesis" (Can duplicate any powers that could be done with telekinesis, such as super strength, force field, flight, Move object, certain afflictions,e tc. "Cold" (Environmental control: Temperature, protection, immunities, aura, damage, etc.) "Magical spells" (Anything the player/GM agree could be a spell the mage knows. Options include 'learning' new spells at GM's permission as campaign progresses.) It's specifically designed so people can't just take variable and say "Yeah I have all powers now". Read the 'under the hood: Variable effects" Section on page 134 to paraphrase : "A Variable effect is [I]not[/I] supposed to be "any effect I want". It can be "any effect within a given set of parameters", agreed on by both the GM and player. I'm willing to give Material/substance mimicing(Solids/liquids, not gasses) and human appearance under your mimicing powers. As far as flight, I'm willing to allow a couple ranks under a particulate(sand/dust) with the Quirk : Affected by wind. You'd be able to control it for the most part, but would be affected by moderate or stronger winds. This would be a quirk not a Limit b/c you can figure out ways to use it to your advantage (Going with the flow to speed up, hiding behind wind-blocking objects, etc). I'd also want the flight speed to be fairly slow - I don't like the idea of really fast sand (Unless its travelling on the wind). Maybe 2 ranks? (That's still a move speed of ~8 mph, 16mph on a double move, and can go faster with wind.) *Twitch* Ah, I didn't see the trait listed anywhere. That's acceptable then. As far as implanting post hypnotic suggestions, I have no idea.. just reread their take on 'mind control' in 3e and it actually uses affliction.. hmm. OK so just re-read Linked. If they require the same type of save, then it's one save against both, and sucess/failure applies to both. If it's different saves (Such as toughness damage and will illusion), they save against each seperately. The linked just means they both go off at the same time always. So unless you put a Limit : Requres illusion to be successful (Or a Limit : Requires damage to be successful) then targets can potentially save against one half but not the other. Keep in mind two things about the illusion size : First, 2000 cubic feet is a bit more than you think - it would be a block roughly 10X10X20, or 12X12X14, etc. Also, that size is shapeable, it's the total volume of the illusion, it's not 'every single part of your illusion must fit in this tiny 10X10 square'. At least, that's not how I've ever read it (That would make little sense for a massive rank 11 illusion) For example, most humans are between 10-15 cubic feet in volume, you could pack over a hundred into an illusion that rank. You could make an illusory wall 1' think, 20' tall, and 100' long. etc. [/QUOTE]
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